I can't see it at all. Your mind games don't work on me.Mik2121 said:It is. And yeah, there's a lot of people who can't unsee it now![]()
I can't see it at all. Your mind games don't work on me.Mik2121 said:It is. And yeah, there's a lot of people who can't unsee it now![]()
Full Recovery said:![]()
Made this gif just to show you guys WEIGHT. lol input lag.
See how his Sevs knees buckle? and also look how it takes him a partial second steady his aim.
Technically yea. But I dont snipe personally so I wont really see the benefit.bigswords said:Hmmm won't that means you have a advantage in sniping as your hand doesn't shake the sixaxis?
Full Recovery said:![]()
Made this gif just to show you guys WEIGHT. lol input lag.
See how Sevs knees buckle? and also look how it takes him a partial second steady his aim.
VOOK said:So GAF something came in the mail today...
http://i40.tinypic.com/ivjq15.jpg[IMG]
What SHOULD I do?[/QUOTE]
[img]http://i42.tinypic.com/1ern77.gif
VOOK said:So GAF something came in the mail today...
![]()
What SHOULD I do?
VOOK said:What SHOULD I do?
VOOK said:So GAF something came in the mail today...
![]()
What SHOULD I do?
Yes. It doesn't feel like a 1 ounce camera on a stick. It feels like you're actually moving around weight.C- Warrior said:So firstly, I don't have a PS3. But I just watched someone play the demo on youtube (HD/720p) and it looked pretty damn good. The hell are people complaining about? Movement didn't seem to fast or slow. Cover system seemed reasonable, the player had no problem using head shots and iron sight when appropriate etc.
Is there anything in the "feel" of the controls that are causing problems?
Mail it to me goddammit!VOOK said:So GAF something came in the mail today...
![]()
What SHOULD I do?
C- Warrior said:So firstly, I don't have a PS3.
microwave it and see if it makes a cool pattern on the disc.VOOK said:
C- Warrior said:So firstly, I don't have a PS3. But I just watched someone play the demo on youtube (HD/720p) and it looked pretty damn good. The hell are people complaining about? Movement didn't seem to fast or slow. Cover system seemed reasonable, the player had no problem using head shots and iron sight when appropriate etc.
Is there anything in the "feel" of the controls that are causing problems?
Please don't start. Even sarcasm with that shit causes problems in this thread.lupinko said:Quick get him, he doesn't have a PS3!!!
Schrade said:Please don't start. Even sarcasm with that shit causes problems in this thread.
Sell it and wait a couple of weeks.VOOK said:So GAF something came in the mail today...
![]()
What SHOULD I do?
Schrade said:Yes. It doesn't feel like a 1 ounce camera on a stick. It feels like you're actually moving around weight.
VOOK said:So GAF something came in the mail today...
![]()
What SHOULD I do?
VOOK said:So GAF something came in the mail today...
http://i40.tinypic.com/ivjq15.jpg[IMG]
What SHOULD I do?[/QUOTE]
See if it will blend.
It feels REALLY different when coming from other console FPSes. But conversely, when you go from Killzone 2 to anything else, everything else feels like a goddamn toy. I'm not kidding here. Killzone 2's controls are not celebrated enough. If anything they have revolutionized the FPS genre with their controls. I wish more of the reviews would have mentioned that instead of glossed over them.C- Warrior said:I actually wished more FPS games had more weight behind them. And people here think that's lag? You think the devs would spend 4+ years on a game and muck up due to fuckin "input lag?!?"
UnholySpectacle said:Look, I'm not trying to stir shit up, this is my experience. And I know why when I let go of the analog the controls still move for a half second. If your reticule does not move for half a second when you first move it that would mean there would be another delay when you stop.
Full Recovery said:![]()
Made this gif just to show you guys WEIGHT. lol input lag.
See how Sevs knees buckle? and also look how it takes him a partial second steady his aim.
Schrade said:It feels REALLY different when coming from other console FPSes. But conversely, when you go from Killzone 2 to anything else, everything else feels like a goddamn toy. I'm not kidding here. Killzone 2's controls are not celebrated enough. If anything they have revolutionized the FPS genre with their controls. I wish more of the reviews would have mentioned that instead of glossed over them.
The feel of the guns, the weight of your body, the movements of your weapons and viewpoints... it just all adds up to a fantastic experience.
But then again that's only if you can allow yourself to enjoy the controls. If you are not willing to acclimate yourself to them you'll quickly get frustrated.
When I played the Killzone 2 multiplayer beta I seriously could not play a single FPS on a console because I am a mouse and keyboard player from the PC side of things. After about an hour or so of playing the MP beta I finally was comfortable with the controls. After many hours with the beta I actually got surprisingly good at them. There were always people better than me though so I never got too cocky(mr_nothin I hate you)
But in real life you don't just jump. You think jump, then you either get a running start or buckle your knees to spring into a jump.Vustadumas said:Ok, I sort of understand what they were going for with the weight and inertia stuff. Cool idea, but in execution, it really does make the game feel a bit unresponsive. I played through the demo about 10x now, and I have gotten more used to the controls, but I still don't like it. Controls are about giving the player as close to 1:1 feedback as possible. When I hit the jump button, I want him to jump, not anticipate, then jump. Hell, why didn't they just make jumping a 2 button press then? One press to anticipate, and then another to jump.
nib95 said:Essay on controls
God I'm glad you said that, I was expecting people to think I was taking crazy pills. You said what I was trying to say better than I was able to.Also coming to it from the perspective of someone who plays shooters on the PC whenever possible, Killzone 2's controls feel fantastic. In fact, I think they're the perfect FPS controls for dual analog gamepads. It may be the first console FPS to offer a control scheme and style that might actually feel better with a gamepad rather than a keyboard and mouse, and I can't believe I'm actually saying that - but it's true.
Yeah, but the visuals are bland.nib95 said:Ok, I've posted this before but I'll post again to clear something up that people are just not understanding about Killzone 2's controls. People are confusing lag for actual control movement and aiming design choices.
How Killzone 2's controls differ from other shooters.
1.) Analogue sticks are my arms, not just my eyes.
This is the first one, the one that causes aim to overstep, or continue even after you've let go of the stick, or not move properly until you've pushed the sticks with some force.
Other shooters have the analogue stick as purely a directional guide. They are basically your eyes, and you generally get steady consistent aim throughout stick movement. You also move the weapon as if it weighed nothing. You feel no real resistance at all, and the analogue is used for nothing more than to direct your cursor.
How does Killzone 2 differ? For a start, the analogue stick is not just a directional guide, but instead a strength gauge. Imagine the analogue sticks are your arms, not just your eyes, and that what you are holding weighs something. The harder, longer or more forcefully you push the sticks, the more sudden, strong and long the movement in the game will be. The more delicate you press them, the more gentle the movement will be. Because strength is variable, the aim is too. If you apply gentle force in any direction at the same force throughout, it will move at a consistent slow speed. Push the stick hard and long in a direction however, and not only will it move in the same way, but perhaps a touch more than when you let go of the stick. The reason for this is that inertia and momentum kicks in and this is something that you have to account for. The analogues are essentially a strength metre, and the effects of that are replicated with a unique aim acceleration set up.
My tips on how to account for this system is basically to see the analogue for what it is, not just that aiming guide but also the strength gauge. Be delicate with movement and aim, just as you would be in real life. Jamming the analogue stick from one direction to the other will get you no where. It's essentially like swinging a rifle with all your might from one direction to another. Instead, be subtle, use the full range of the analogue sticks. You don't always have to hit the edges of the analogue sticks, sometimes delicate taps are all that is needed.
2.) The computer doesn't help me.
Another key difference that KZ2 has when compared to nearly all other console shooters is a lack of auto-aim. This game nearly has none. When in hip fire, it has a tiny amount of it, but in iron sights it has none. Either way, the game has exponentially less than any other console fps, so naturally it's going to be much harder to be pin point accurate, since for once you are expected to hit things with your complete personal skill, the computer isn't going to help you.
The way to get by this is simple practise. And, some of the tips I mentioned above in part 1. Imagine the entire range of the analogue sticks as a mouse mat. In the past with console shooters, all you had to do is is push in the right direction at whatever speed or strength (only thing that really makes a difference is your timing) and the computer generally does the rest. In KZ2 all the space between the centre point of the analogue stick and the edge the analogue stick hits is similar to mouse mat space. Use it wisely, but be sure to use all of it. Swinging a mouse to the edge of the mouse mat every time will get you no where right? Think of Killzone 2 the same way.
3.) These guns react realistically
The guns are going to act with a degree of realism, meaning, they do have recoil and kick back. They will sway, lug, snap, kick and shoot up when you over fire them. To overcome this you basically follow one very easy rule. Burst fire. Extremely short bursts at that. Keep them concise and short, and practise some patience/restraint and before you know it you'll be the harbinger of death to any who stand in your way.
Hip fire is actually very effective in this game, provided you do stick to burst fire. Use it for short to medium range kills. The same burst fire rule applies to Iron Sights too, of which I recommend for medium-long range kills.
4.) It's not just weight
Objects that have weight, are also affected by inertia and momentum. People sometimes forget that. Everything that does carry weight in Killzone 2 is affected by these two factors. As I've touched on in the other parts, this applies mainly to your rifle, but it also applies to other things such as grenade throwing (consider it's weight, gravity etc) and it also applies to running. The longer you run, the more constrained you get with turning, or at least with how sharp you can turn. KZ2 uses a similar system to Gears of War when you use the CNN cam run. You run with such force and speed that you turn in slower arches, so you almost have to plan your turns slightly ahead of time. Momentum kicks in and propels you in a forward direction to a heavy degree, so account for that when turning whilst you are running.
I think that's it for now. But to end it I'll just link to a video I took of me playing through the demo (posted it before). It just gives an example of how some of the tips I gave above come in to play together. Including delicacy of control/aiming precision, running properly, throwing grenades, using burst fire and so on.
Please watch it in High Quality.
http://www.youtube.com/watch?v=KUhuiJvBgaI
.
nib95 said:Ok, I've posted this before but I'll post again to clear something up that people are just not understanding about Killzone 2's controls. People are confusing lag for actual control movement and aiming design choices.
How Killzone 2's controls differ from other shooters.
1.) Analogue sticks are my arms, not just my eyes.
This is the first one, the one that causes aim to overstep, or continue even after you've let go of the stick, or not move properly until you've pushed the sticks with some force.
Other shooters have the analogue stick as purely a directional guide. They are basically your eyes, and you generally get steady consistent aim throughout stick movement. You also move the weapon as if it weighed nothing. You feel no real resistance at all, and the analogue is used for nothing more than to direct your cursor.
How does Killzone 2 differ? For a start, the analogue stick is not just a directional guide, but instead a strength gauge. Imagine the analogue sticks are your arms, not just your eyes, and that what you are holding weighs something. The harder, longer or more forcefully you push the sticks, the more sudden, strong and long the movement in the game will be. The more delicate you press them, the more gentle the movement will be. Because strength is variable, the aim is too. If you apply gentle force in any direction at the same force throughout, it will move at a consistent slow speed. Push the stick hard and long in a direction however, and not only will it move in the same way, but perhaps a touch more than when you let go of the stick. The reason for this is that inertia and momentum kicks in and this is something that you have to account for. The analogues are essentially a strength metre, and the effects of that are replicated with a unique aim acceleration set up.
My tips on how to account for this system is basically to see the analogue for what it is, not just that aiming guide but also the strength gauge. Be delicate with movement and aim, just as you would be in real life. Jamming the analogue stick from one direction to the other will get you no where. It's essentially like swinging a rifle with all your might from one direction to another. Instead, be subtle, use the full range of the analogue sticks. You don't always have to hit the edges of the analogue sticks, sometimes delicate taps are all that is needed.
2.) The computer doesn't help me.
Another key difference that KZ2 has when compared to nearly all other console shooters is a lack of auto-aim. This game nearly has none. When in hip fire, it has a tiny amount of it, but in iron sights it has none. Either way, the game has exponentially less than any other console fps, so naturally it's going to be much harder to be pin point accurate, since for once you are expected to hit things with your complete personal skill, the computer isn't going to help you.
The way to get by this is simple practise. And, some of the tips I mentioned above in part 1. Imagine the entire range of the analogue sticks as a mouse mat. In the past with console shooters, all you had to do is is push in the right direction at whatever speed or strength (only thing that really makes a difference is your timing) and the computer generally does the rest. In KZ2 all the space between the centre point of the analogue stick and the edge the analogue stick hits is similar to mouse mat space. Use it wisely, but be sure to use all of it. Swinging a mouse to the edge of the mouse mat every time will get you no where right? Think of Killzone 2 the same way.
3.) These guns react realistically
The guns are going to act with a degree of realism, meaning, they do have recoil and kick back. They will sway, lug, snap, kick and shoot up when you over fire them. To overcome this you basically follow one very easy rule. Burst fire. Extremely short bursts at that. Keep them concise and short, and practise some patience/restraint and before you know it you'll be the harbinger of death to any who stand in your way.
Hip fire is actually very effective in this game, provided you do stick to burst fire. Use it for short to medium range kills. The same burst fire rule applies to Iron Sights too, of which I recommend for medium-long range kills.
4.) It's not just weight
Objects that have weight, are also affected by inertia and momentum. People sometimes forget that. Everything that does carry weight in Killzone 2 is affected by these two factors. As I've touched on in the other parts, this applies mainly to your rifle, but it also applies to other things such as grenade throwing (consider it's weight, gravity etc) and it also applies to running. The longer you run, the more constrained you get with turning, or at least with how sharp you can turn. KZ2 uses a similar system to Gears of War when you use the CNN cam run. You run with such force and speed that you turn in slower arches, so you almost have to plan your turns slightly ahead of time. Momentum kicks in and propels you in a forward direction to a heavy degree, so account for that when turning whilst you are running.
I think that's it for now. But to end it I'll just link to a video I took of me playing through the demo (posted it before). It just gives an example of how some of the tips I gave above come in to play together. Including delicacy of control/aiming precision, running properly, throwing grenades, using burst fire and so on.
Please watch it in High Quality.
http://www.youtube.com/watch?v=KUhuiJvBgaI
.
nib95 said:Ok, I've posted this before but I'll post again to clear something up that people are just not understanding about Killzone 2's controls. People are confusing lag for actual control movement and aiming design choices.
How Killzone 2's controls differ from other shooters.
*snip*
TTP said:If it says 12-5-2008 at Creation Date, it's the review code, not the promo code (final retail code). Just saying.
FirewalkR said:It's up to the devs to explain all of that very well at the beginning of the game. Do they? I asked those who played the whole game a while ago but got no answer...
there was no ping meter. I think there was region filtering on the browser but it was either broken or unused because euros were in my games.G0DLIKE said:For those who participated in the beta: Is there any sort of ping meter or region filtering?
nib95 said:KILLZONE 2 OFFICIAL GUIDE PWNAGE
FirewalkR said:It's up to the devs to explain all of that very well at the beginning of the game. Do they? I asked those who played the whole game a while ago but got no answer...
WHOAguitarninja said:I had gotten used to hating playing FPS games on a console as they just felt wrong without a 1-1 aiming. I felt like everything I did was just approximating how mice moved.
FirewalkR said:It's up to the devs to explain all of that very well at the beginning of the game. Do they? I asked those who played the whole game a while ago but got no answer...
I only tried that when in cover and it was really jarring when it happened because the crosshair kept following the enemy on it's own.TTP said:I think there is something else to be said about aim assist. If you have the crosshair very close to your target but not on top of it yet, switching to iron sight acts as an auto-aim. It's kinda similar to that of COD4, but as I said you have to bring the crosshair VERY close to the target to trigger it. It's barely noticeable. Give it a try.
G0DLIKE said:For those who participated in the beta: Is there any sort of ping meter or region filtering?
Grayman said:I only tried that when in cover and it was really jarring when it happened because the crosshair kept following the enemy on it's own.
Grayman said:there was no ping meter. I think there was region filtering on the browser but it was either broken or unused because euros were in my games.
TTP said:You can select different regions and you can filter games by "My region" or "Worldwide".
Full Recovery said:![]()
Made this gif just to show you guys WEIGHT. lol input lag.
See how Sevs knees buckle? and also look how it takes him a partial second steady his aim.